Maybe. If you have someone to teach you.
<snip>
They need the game to be accessible.
Sandboxing, spontaneous creation or whatever you want to call it take more. More time, more skill, more effort, more interest. Not everyone wants to spend that amount of x.
That's not my experience.
Someone recently posted an anecdote on these boards,of GMing two children: the older says to the younger "You scout ahead" and then, when the younger acquiesces, asks "So what do you see?" The younger replies by making up an account of what his/her PC sees - s/he didn't wait for the GM to say it! XP was awarded for this post.
It's quite a while since I've introduced new players to RPGing, but when I've done so they've had clear visions of their PCs, and what they want their PCs to do.
I think most humans, especially those interested in RPGing, have pretty strong creative impulses.
So LE's post above presupposes a premise.
I think it does that because many/most gamers have lived this premise and haven't been exposed to an alternative.
But I know for a fact that new dogs that don't have to unlearn old tricks can be quick on the uptake of GMing paradigms that don't involve metaplot/setting tourism and GM Force.
Last weekend I sat at a game where I was a PC for the first time in 15 years (the last time was a Dogs in the Vineyard one shot).
The GM was a 52 year old female whose only exposure to gaming was two sessions of 5e under her husband as GM and a one-shot of Dungeon World that I ran for her and a few others.
She wanted to get together with a couple of female friends her age (none of which had RPGed in their lives) and run a game. With her limited exposure to 5e and Dungeon World, she elected to go with DW and asked me to tag along.
There were many reasons why I agreed (two of which were an "all female rpg session" intrigued me and a complete noob GMing intrigued me), but ultimately, I'm her friend and I wanted to be there for her.
We did the same thing we did in the one-shot I ran (standard DW):
- We made characters.
- We made a map together.
- We fleshed out the Bonds of the characters to integrate them with the other PCs and the map we just created.
We agreed on the premise of an opening scene based on one of the sites on the map that one of the ladies had come up with.
Off we went.
No Force.
No metaplot.
No preconceived, high resolution backstory/setting (and no related boxed text).
The game snowballed into a fun 2 hours of emergent fiction.
My contribution (outside of advocating for my PC and answering questions asked of me by the GM as just another player) was only (a) a slight nudge on two occasions of possible questions to ask and (b) a few minor rules clarification. The rest was the creativity of the GM, a gin to calm her nerves, and the conversation with the other (noob) players...and, of course, the system's play-propelling machinery.
She made a few small mistakes (regarding the hardness or softness of moves), but overall the pace was steady, the decision-points were interesting, and the play was compelling.
I've seen this on more than one occasion. If a 52 year old with little to no experience in TTRPGing (and whose exposure to Tolkenesque fantasy is limited) can do this, I'm confident that plenty of others can do the same.
Its extremely accessible. Its just not orthodox. But unorthodox doesn't equal inaccessible.